ACTOR Minotaur 9 native { Game Heretic Health 3000 Radius 28 Height 100 Mass 800 Speed 16 Damage 7 Painchance 25 Monster +DROPOFF +FLOORCLIP +BOSS +NORADIUSDMG +DONTMORPH +NOTARGET +BOSSDEATH SeeSound "minotaur/sight" AttackSound "minotaur/attack1" PainSound "minotaur/pain" DeathSound "minotaur/death" ActiveSound "minotaur/active" DropItem "ArtiSuperHealth", 51 DropItem "PhoenixRodAmmo", 84, 10 action native A_MinotaurDecide(); action native A_MinotaurAtk1(); action native A_MinotaurAtk2(); action native A_MinotaurAtk3(); action native A_MinotaurCharge(); action native A_MntrFloorFire(); action native A_MinotaurLook(); action native A_MinotaurRoam(); action native A_MinotaurChase(); action native A_MinotaurDeath(); States { Spawn: MNTR AB 10 A_MinotaurLook Loop Roam: MNTR ABCD 5 A_MinotaurRoam Loop See: MNTR ABCD 5 A_MinotaurChase Loop Melee: MNTR V 10 A_FaceTarget MNTR W 7 A_FaceTarget MNTR X 12 A_MinotaurAtk1 Goto See Missile: MNTR V 10 A_MinotaurDecide MNTR Y 4 A_FaceTarget MNTR Z 9 A_MinotaurAtk2 Goto See Hammer: MNTR V 10 A_FaceTarget MNTR W 7 A_FaceTarget MNTR X 12 A_MinotaurAtk3 Goto See MNTR X 12 Loop Charge: MNTR U 2 A_MinotaurCharge Loop Pain: MNTR E 3 MNTR E 6 A_Pain Goto See Death: MNTR F 6 A_MinotaurDeath MNTR G 5 MNTR H 6 A_Scream MNTR I 5 MNTR J 6 MNTR K 5 MNTR L 6 MNTR M 5 A_NoBlocking MNTR N 6 MNTR O 5 MNTR P 6 MNTR Q 5 MNTR R 6 MNTR S 5 MNTR T -1 A_BossDeath Stop FadeOut: MNTR E 6 MNTR E 2 A_Scream MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit") MNTR E 5 MNTR E 5 A_NoBlocking MNTR E 5 MNTR E 5 A_SetTranslucent(0.66, 0) MNTR E 5 A_SetTranslucent(0.33, 0) MNTR E 10 A_BossDeath Stop } } ACTOR MinotaurFriend : Minotaur native { Health 2500 -DROPOFF -BOSS -DONTMORPH +FRIENDLY +NOTARGETSWITCH +STAYMORPHED +TELESTOMP +SUMMONEDMONSTER RenderStyle Translucent Alpha 0.3333 DropItem "None" States { Spawn: MNTR A 15 MNTR A 15 A_SetTranslucent(0.66, 0) MNTR A 3 A_SetTranslucent(1, 0) Goto Super::Spawn Death: Goto FadeOut } } // Minotaur FX 1 ------------------------------------------------------------ ACTOR MinotaurFX1 { Radius 10 Height 6 Speed 20 FastSpeed 26 Damage 3 DamageType Fire Projectile -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle Add States { Spawn: FX12 AB 6 Bright Loop Death: FX12 CDEFGH 5 Bright Stop } } // Minotaur FX 2 ------------------------------------------------------------ ACTOR MinotaurFX2 : MinotaurFX1 { Radius 5 Height 12 Speed 14 FastSpeed 20 Damage 4 +FLOORHUGGER ExplosionDamage 24 DeathSound "minotaur/fx2hit" action native A_MntrFloorFire(); states { Spawn: FX13 A 2 Bright A_MntrFloorFire Loop Death: FX13 I 4 Bright A_Explode FX13 JKLM 4 Bright Stop } } // Minotaur FX 3 ------------------------------------------------------------ ACTOR MinotaurFX3 : MinotaurFX2 { Radius 8 Height 16 Speed 0 DeathSound "minotaur/fx3hit" ExplosionDamage 128 States { Spawn: FX13 DC 4 Bright FX13 BCDE 5 Bright FX13 FGH 4 Bright Stop } } // Minotaur Smoke Exit ------------------------------------------------------ ACTOR MinotaurSmokeExit { +NOBLOCKMAP +NOTELEPORT RenderStyle Translucent Alpha 0.4 States { Spawn: MNSM ABCDEFGHIJIHGFEDCBA 3 Stop } }